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Thermonuclear Weapons
Smart Missiles
All thermonuclear missiles are smart missiles. These smart
missiles have advanced tracking and avoidance systems that give them a +5 to
strike, +4 to dodge, and 2 attacks per melee until they strike their target
or run out of fuel. Missiles will run out of fuel after 1 minute of engaging
the target. In other words, the missile has 4 melees or 8 attacks to strike
the target. It should also be noted that nuclear weapons are used almost
exclusively against fixed targets, if ever used at all. Remember that
missiles do NOT benefit from the strike bonuses of the pilot. See the
Weapon
Guidance article for more information.
Smart Bombs
Almost all of the bombs are considered to be smart bombs.
These smart bombs have steering fins and a small rocket motor in addition to
advanced targeting systems. With the rocket motor, they are even able to
pursue a moving target. However, they are limited to a range of an extra
half a mile (0.8km) in addition to the normal drop
altitude range. These bombs will automatically hit a large stationary
target like a building or bridge or blanket a specific area. They have a +6
to strike a moving target. Volleys can all strike the same target or they
can each veer away to hit a different target. Remember that bombs do NOT
benefit from the strike bonuses of the pilot. See the
Weapon
Guidance article for more information.
Price
Since thermonuclear weapons are so rare and restricted, prices are not
listed. In most cases, no one outside of a legitimate government or
organization will have any kind of possible access to one of these. If a
thermonuclear weapon were to find its way to the black market, however, the
asking price would at the minimum be in the millions, quite possibly much
more.
Free-Fall Bomb Ranges
The horizontal range of a free-fall bomb depends upon the altitude from
which it was dropped. The higher the altitude, the longer the possible
horizontal travel of the bomb.
| Drop Altitude |
Maximum Horizontal Range |
| 0-1000ft (0-305m) |
100ft (30.3m) |
| 1001-4000ft (306-1219m) |
2500ft (762m) |
| 4001-10 000ft (1220-3048m) |
5500ft (1676m) |
| 10 001-20 000ft (3049-6096m) |
10 500ft (1.99 miles/3.2km) |
| 20 001-30 000ft (6097-9144m) |
16 500ft (3.13 miles/5.03km) |
| 30 001-40 000ft (9145-12192m) |
22 000ft (4.16 miles/6.7km) |
| 40 001-50 000ft (12193-15240m) |
28 000ft (5.3 miles/8.5km) |
| 50 000+ft (15241+m) |
33 500ft (6.3 miles/10.2km) |
Thermonuclear Weapons
These are true thermonuclear weapons, among the most destructive forces
man has ever created. Thermonuclear weapons are the most powerful weapons
present on Rifts® Earth. Nuclear weapons are extremely rare; only the most
advanced nations and city-states will possess these. Thermonuclear weapons
are illegal in all Palladium® settings, from the 20th century games
to Robotech® to Rifts®. Punishment for unauthorized possession is in the
least hard jail time, possibly execution. Actual use of thermonuclear
weapons is a capital offense even in areas that oppose the death penalty!
Special Rules
Thermonuclear weapons use several special rules:
- Anything within the Total Destruction Radius (TDR) is gone.
Not hurt, not damaged, but totally destroyed. Nothing useful will
survive the explosion. All living beings will be instantly killed; all
buildings, robots, PA, vehicles, etc will most likely be obliterated
outright. If not, they are wrecked beyond any possible use.
- Damage is applied differently at different ranges. Apply full listed
damage from the TDR to the normal Blast Radius (BR). One-tenth damage is
applied out to 1.5xBR. One-hundredth damage is applied out to 1.75xBR.
One-thousandth damage is applied out to 1.875xBR. Damage beyond this is
generally SDC damage.
- All thermonuclear missiles are treated as Cruise Missiles in terms
of carrying capacity; thermonuclear bombs use the same
payload table as conventional bombs.
- All thermonuclear weapons are considered to be either
smart bombs or smart missiles.
- Refer to Gary Gore's
article on
nuclear weapons for information on additional and more in-depth
effects such as radiation, fallout, and EMP.
| Warhead |
Damage |
Speed |
Max Range |
Total Destruction
Radius |
Blast Radius |
M.D.C. |
| Nuclear Missile (light) * |
1D6x1000 |
2500mph (4023kmph) |
1400 miles (2249km) |
1.4 miles (2.2 km) |
2.1 miles (3.4 km) |
25 |
| Nuclear Missile (Medium) * |
2D4x1000 |
2500mph (4023kmph) |
1400 miles (2249km) |
2.9 miles (4.7 km) |
4.6 miles (7.3 km) |
25 |
| Nuclear Missile (heavy) * |
2D6x1000 |
2500mph (4023kmph) |
1000 miles (1608km) |
4.7 miles (7.5 km) |
7.3 miles (11.6 km) |
25 |
| Nuclear Missile (x-heavy) * |
4D4x1000 |
2010mph (3228kmph) |
1000 miles (1608km) |
6.3 miles (10.1 km) |
9.8 miles (15.7 km) |
25 |
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| Nuclear Bomb (x-light) * |
1D6x1000 |
|
1/2 mile (0.8km) * |
1.4 miles (2.2 km) |
2.1 miles (3.4 km) |
25 |
| Nuclear Bomb (light) * |
2D4x1000 |
|
1/2 mile (0.8km) * |
2.9 miles (4.7 km) |
4.6 miles (7.3 km) |
35 |
| Nuclear Bomb (medium) * |
2D6x1000 |
|
1/2 mile (0.8km) * |
4.7 miles (7.5 km) |
7.3 miles (11.6 km) |
55 |
| Nuclear Bomb (heavy) * |
4D4x1000 |
|
1/2 mile (0.8km) * |
6.3 miles (10.1 km) |
9.8 miles (15.7 km) |
65 |
| Nuclear Bomb (x-heavy) * |
3D6x1000 |
|
1/2 mile (0.8km) * |
8 miles (12.7 km) |
12.5 miles (19.9 km) |
80 |
| * Missiles and Bombs are all considered to be
Smart Missiles and Smart
Bombs (see above). |
Note: When a description says it can carry X number of
bombs, it can carry that many heavy bombs. Other bomb sizes can be carried
in varying amounts:
- Light: Two light bombs may be carried per every space.
- Medium: Three medium bombs may be carried per every two spaces.
- Heavy: One heavy bomb may be carried per space.
- X-heavy: Two x-heavy bombs may be carried per every three spaces.
By Chris Curtis (curtis@thepentagon.com).
With help from Mad Dog (maddog1@Alaska.NET)
and
Kitsune (Kitsune@vabch.com).
Copyright © 1997, 1998 Chris Curtis. All rights reserved.
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